Godstorm: The Fall of Darnthor
The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.
As a warforged, you have the following racial traits.
Ability Score Increase. Your Constitution scores increase by 1.
Size. Warforged are generally broader and heavier than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.
Integrated Armor When you are not wearing armor, your AC is 12 + your Dexterity modifier. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you and it cannot subsequently be removed until you finish another short rest during which time you spend time removing the bonded armor.
Languages. You can speak, read, and write Common and one other language of your choice.
Subraces Two subraces of Warforged exist: Scout and Soldier. Choose one of these subraces
Built to be slender and more agile you are the perfect tracker and surveyor.
Ability Score Increase: Your Dexterity score increases by 2.
Surveyor. You can see up to 60ft. in darkness as though it were dim light and gain proficiency in the Perception skill
Constructed as a front line fighter, the real grunts of war.
Ability Score Increase: Your Strength score increases by 2.
Self-Repair. You need only succeed on two death saving throws in order to become stable.
Self-Stabilizing: You have advantage on saving throws that would cause you to become prone.